Yesbox Studios
@yesboxstudios.bsky.social
Recreating childhood pixel by pixel. Developing Metropolis 1998. https://linktr.ee/yesboxstudios
Adding pollution to the game. Here's an example of noise pollution and trees blocking the sound
A quick peek at all the new municipal vehicles in my game Metropolis 1998!
Hello everyone, Metropolis 1998 is now in alpha! The demo (Steam) has been updated too. I've made a Lets Play to show off all the new features: www.youtube.com/watch?v=RpJB...
Metropolis 1998 (Now in Alpha!) - First Play Through / Tutorial
YouTube video by YesBox Studios
youtube.com
I added a popular feature from Cities: Skylines. You can lock the building level (visuals) to any level you'd like
A tiny slice of life from my upcoming city builder Wishlist on Steam: store.steampowered.com/app/2287430/
Updated the night time graphics when the moon is obscured by clouds. Im making a city builder, Metropolis 1998. Wishlist my game on Steam: store.steampowered.com/app/2287430/
Added a tool to output trees and street lights on roads. Quick city beautification 🌳🏙️
This is what abandoned buildings will look like in my game.
Hardware costs are increasing 😰. Is Metropolis 1998 future proof? I placed the largest building until 1 GB of RAM. ✴️Empty map: 450 MB (RAM) ✴️96 Huge Buildings: 550 MB (RAM) ✴️Save file size: 10 MB ✴️Base game size: 40 MB
It's 3:00 AM. Businesses can now be open 24 hours. Was a teensy bit of work implementing workers shifts!
First look at municipal utilities: Electricity Substation
Units will now use the public spaces of apartment buildings/all buildings. Before, they only stayed in their apartments or went outside.
🏚️🏠🏡 As land value goes up, so does the building quality. I've got these changes working in game now :) This video shows the transition from lowest to highest.
Early sketch. Starting to work on building levels. 🏘️ Building levels will be mostly determined by biz/service availability (proxy for land value) Thoughts? Ideas?
You can customize the optional tilt-shift blur how you like. That wraps up this fun side-project :'-(
I've added a new tool to help design cities faster. Building Copy & Place Today is #screenshotsaturday too!
Added street lights that mostly work in "3D" space, despite being a 2D game.
I want my tilt-shift camera blur to be right. Since my game is 2D, it's not so easy. But I figured it out a way. Red is closest to camera, then blue, then even more blue. Will post final results soon
I had a fun Saturday and added a tilt shift camera effect.
⚡️More municipal electricity progress⚡️ Substations (the steel building, temp art) will be needed to transform electricity the buildings can use. If there are not enough, the buildings furthest away will lose power.
Stress testing: Rendering (max) 100K units and simulating all of them. There was a bottleneck with the A* setup I was using for indoor pathing that limited the number of units processed without causing FPS stuttering. 🧵